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658 lines
18 KiB
658 lines
18 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: MOVEMENT ENTITIES TEST
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "entitylist.h"
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#include "entityoutput.h"
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#include "keyframe/keyframe.h" // BUG: this needs to move if keyframe is a standard thing
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#include "mathlib/mathlib.h" // FIXME: why do we still need this?
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// Hack, sort of. These interpolators don't get to hold state, but the ones
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// that need state (like the rope simulator) should NOT be used as paths here.
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IPositionInterpolator *g_pPositionInterpolators[8] = {0,0,0,0,0,0,0,0};
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IPositionInterpolator* GetPositionInterpolator( int iInterp )
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{
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if( !g_pPositionInterpolators[iInterp] )
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g_pPositionInterpolators[iInterp] = Motion_GetPositionInterpolator( iInterp );
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return g_pPositionInterpolators[iInterp];
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}
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static float Fix( float angle )
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{
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while ( angle < 0 )
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angle += 360;
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while ( angle > 360 )
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angle -= 360;
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return angle;
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}
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void FixupAngles( QAngle &v )
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{
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v.x = Fix( v.x );
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v.y = Fix( v.y );
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v.z = Fix( v.z );
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}
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//-----------------------------------------------------------------------------
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//
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// Purpose: Contains a description of a keyframe
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// has no networked representation, so has to store origin, etc. itself
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//
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//-----------------------------------------------------------------------------
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class CPathKeyFrame : public CLogicalEntity
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{
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public:
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DECLARE_CLASS( CPathKeyFrame, CLogicalEntity );
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void Spawn( void );
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void Activate( void );
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void Link( void );
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Vector m_Origin;
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QAngle m_Angles; // euler angles PITCH YAW ROLL (Y Z X)
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Quaternion m_qAngle; // quaternion angle (generated from m_Angles)
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string_t m_iNextKey;
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float m_flNextTime;
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CPathKeyFrame *NextKey( int direction );
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CPathKeyFrame *PrevKey( int direction );
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float Speed( void ) { return m_flSpeed; }
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void SetKeyAngles( QAngle angles );
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CPathKeyFrame *InsertNewKey( Vector newPos, QAngle newAngles );
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void CalculateFrameDuration( void );
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protected:
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CPathKeyFrame *m_pNextKey;
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CPathKeyFrame *m_pPrevKey;
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float m_flSpeed;
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DECLARE_DATADESC();
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};
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LINK_ENTITY_TO_CLASS( keyframe_track, CPathKeyFrame );
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BEGIN_DATADESC( CPathKeyFrame )
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DEFINE_FIELD( m_Origin, FIELD_VECTOR ),
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DEFINE_FIELD( m_Angles, FIELD_VECTOR ),
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DEFINE_FIELD( m_qAngle, FIELD_QUATERNION ),
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DEFINE_KEYFIELD( m_iNextKey, FIELD_STRING, "NextKey" ),
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DEFINE_FIELD( m_flNextTime, FIELD_FLOAT ), // derived from speed
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DEFINE_KEYFIELD( m_flSpeed, FIELD_FLOAT, "MoveSpeed" ),
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DEFINE_FIELD( m_pNextKey, FIELD_CLASSPTR ),
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DEFINE_FIELD( m_pPrevKey, FIELD_CLASSPTR ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose: Converts inputed euler angles to internal angle format (quaternions)
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//-----------------------------------------------------------------------------
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void CPathKeyFrame::Spawn( void )
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{
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m_Origin = GetLocalOrigin();
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m_Angles = GetLocalAngles();
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SetKeyAngles( m_Angles );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Adds the keyframe into the path after all the other keys have spawned
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//-----------------------------------------------------------------------------
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void CPathKeyFrame::Activate( void )
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{
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BaseClass::Activate();
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Link();
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CalculateFrameDuration();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPathKeyFrame::CalculateFrameDuration( void )
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{
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// calculate time from speed
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if ( m_pNextKey && m_flSpeed > 0 )
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{
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m_flNextTime = (m_Origin - m_pNextKey->m_Origin).Length() / m_flSpeed;
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// couldn't get time from distance, get it from rotation instead
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if ( !m_flNextTime )
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{
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// speed is in degrees per second
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// find the largest rotation component and use that
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QAngle ang = m_Angles - m_pNextKey->m_Angles;
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FixupAngles( ang );
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float x = 0;
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for ( int i = 0; i < 3; i++ )
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{
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if ( abs(ang[i]) > x )
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{
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x = abs(ang[i]);
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}
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}
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m_flNextTime = x / m_flSpeed;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Links the key frame into the key frame list
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//-----------------------------------------------------------------------------
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void CPathKeyFrame::Link( void )
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{
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m_pNextKey = dynamic_cast<CPathKeyFrame*>( gEntList.FindEntityByName(NULL, m_iNextKey ) );
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if ( m_pNextKey )
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{
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m_pNextKey->m_pPrevKey = this;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : angles -
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//-----------------------------------------------------------------------------
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void CPathKeyFrame::SetKeyAngles( QAngle angles )
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{
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m_Angles = angles;
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AngleQuaternion( m_Angles, m_qAngle );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : direction -
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// Output : CPathKeyFrame
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//-----------------------------------------------------------------------------
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CPathKeyFrame* CPathKeyFrame::NextKey( int direction )
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{
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if ( direction == 1 )
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{
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return m_pNextKey;
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}
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else if ( direction == -1 )
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{
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return m_pPrevKey;
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}
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return this;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : direction -
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// Output : CPathKeyFrame
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//-----------------------------------------------------------------------------
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CPathKeyFrame *CPathKeyFrame::PrevKey( int direction )
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{
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if ( direction == 1 )
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{
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return m_pPrevKey;
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}
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else if ( direction == -1 )
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{
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return m_pNextKey;
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}
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return this;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Creates and insterts a new keyframe into the sequence
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// Input : newPos -
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// newAngles -
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// Output : CPathKeyFrame
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//-----------------------------------------------------------------------------
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CPathKeyFrame *CPathKeyFrame::InsertNewKey( Vector newPos, QAngle newAngles )
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{
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CPathKeyFrame *newKey = CREATE_ENTITY( CPathKeyFrame, "keyframe_track" );
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// copy data across
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newKey->SetKeyAngles( newAngles );
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newKey->m_Origin = newPos;
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newKey->m_flSpeed = m_flSpeed;
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newKey->SetEFlags( GetEFlags() );
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if ( m_iParent != NULL_STRING )
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{
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newKey->SetParent( m_iParent, NULL );
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}
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// link forward
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newKey->m_pNextKey = m_pNextKey;
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m_pNextKey->m_pPrevKey = newKey;
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// link back
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m_pNextKey = newKey;
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newKey->m_pPrevKey = this;
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// calculate new times
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CalculateFrameDuration();
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newKey->CalculateFrameDuration();
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return newKey;
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}
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//-----------------------------------------------------------------------------
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//
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// Purpose: Basic keyframed movement behavior
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//
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//-----------------------------------------------------------------------------
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class CBaseMoveBehavior : public CPathKeyFrame
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{
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public:
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DECLARE_CLASS( CBaseMoveBehavior, CPathKeyFrame );
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void Spawn( void );
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void Activate( void );
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void MoveDone( void );
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float SetObjectPhysicsVelocity( float moveTime );
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// methods
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virtual bool StartMoving( int direction );
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virtual void StopMoving( void );
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virtual bool IsMoving( void );
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// derived classes should override this to get notification of arriving at new keyframes
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// virtual void ArrivedAtKeyFrame( CPathKeyFrame * ) {}
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bool IsAtSequenceStart( void );
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bool IsAtSequenceEnd( void );
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// interpolation functions
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// int m_iTimeModifier;
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int m_iPositionInterpolator;
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int m_iRotationInterpolator;
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// animation vars
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float m_flAnimStartTime;
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float m_flAnimEndTime;
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float m_flAverageSpeedAcrossFrame; // for advancing time with speed (not the normal visa-versa)
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CPathKeyFrame *m_pCurrentKeyFrame; // keyframe currently moving from
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CPathKeyFrame *m_pTargetKeyFrame; // keyframe being moved to
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CPathKeyFrame *m_pPreKeyFrame, *m_pPostKeyFrame; // pre- and post-keyframe's for spline interpolation
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float m_flTimeIntoFrame;
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int m_iDirection; // 1 for forward, -1 for backward, and 0 for at rest
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float CalculateTimeAdvancementForSpeed( float moveTime, float speed );
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DECLARE_DATADESC();
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};
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LINK_ENTITY_TO_CLASS( move_keyframed, CBaseMoveBehavior );
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BEGIN_DATADESC( CBaseMoveBehavior )
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// DEFINE_KEYFIELD( m_iTimeModifier, FIELD_INTEGER, "TimeModifier" ),
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DEFINE_KEYFIELD( m_iPositionInterpolator, FIELD_INTEGER, "PositionInterpolator" ),
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DEFINE_KEYFIELD( m_iRotationInterpolator, FIELD_INTEGER, "RotationInterpolator" ),
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DEFINE_FIELD( m_pCurrentKeyFrame, FIELD_CLASSPTR ),
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DEFINE_FIELD( m_pTargetKeyFrame, FIELD_CLASSPTR ),
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DEFINE_FIELD( m_pPreKeyFrame, FIELD_CLASSPTR ),
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DEFINE_FIELD( m_pPostKeyFrame, FIELD_CLASSPTR ),
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DEFINE_FIELD( m_flAnimStartTime, FIELD_FLOAT ),
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DEFINE_FIELD( m_flAnimEndTime, FIELD_FLOAT ),
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DEFINE_FIELD( m_flAverageSpeedAcrossFrame, FIELD_FLOAT ),
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DEFINE_FIELD( m_flTimeIntoFrame, FIELD_FLOAT ),
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DEFINE_FIELD( m_iDirection, FIELD_INTEGER ),
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END_DATADESC()
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void CBaseMoveBehavior::Spawn( void )
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{
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m_pCurrentKeyFrame = this;
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m_flTimeIntoFrame = 0;
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SetMoveType( MOVETYPE_PUSH );
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// a move behavior is also it's first keyframe
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m_Origin = GetLocalOrigin();
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m_Angles = GetLocalAngles();
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BaseClass::Spawn();
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}
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void CBaseMoveBehavior::Activate( void )
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{
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BaseClass::Activate();
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SetMoveDoneTime( 0.5 ); // start moving in 0.2 seconds time
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// if we are just the basic keyframed entity, cycle our animation
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if ( !stricmp(GetClassname(), "move_keyframed") )
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{
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StartMoving( 1 );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Checks to see if the we're at the start of the keyframe sequence
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CBaseMoveBehavior::IsAtSequenceStart( void )
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{
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if ( !m_pCurrentKeyFrame )
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return true;
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if ( m_flAnimStartTime && m_flAnimStartTime >= GetLocalTime() )
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{
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if ( !m_pCurrentKeyFrame->PrevKey(1) && !m_pTargetKeyFrame )
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Checks to see if we're at the end of the keyframe sequence
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CBaseMoveBehavior::IsAtSequenceEnd( void )
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{
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if ( !m_pCurrentKeyFrame )
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return false;
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if ( !m_pCurrentKeyFrame->NextKey(1) && !m_pTargetKeyFrame )
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return true;
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CBaseMoveBehavior::IsMoving( void )
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{
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if ( m_iDirection != 0 )
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return true;
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Starts the object moving from it's current position, in the direction indicated
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// Input : direction - 1 is forward through the sequence, -1 is backwards, and 0 is stop
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CBaseMoveBehavior::StartMoving( int direction )
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{
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// 0 direction is to stop moving
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if ( direction == 0 )
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{
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StopMoving();
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return false;
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}
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// check to see if we should keep moving in the current direction
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if ( m_iDirection == direction )
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{
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// if we're at the end of the current anim key, move to the next one
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if ( GetLocalTime() >= m_flAnimEndTime )
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{
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m_pCurrentKeyFrame = m_pTargetKeyFrame;
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m_flTimeIntoFrame = 0;
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if ( !m_pTargetKeyFrame->NextKey(direction) )
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{
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// we've hit the end of the sequence
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m_flAnimEndTime = 0;
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m_flAnimStartTime = 0;
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StopMoving();
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return false;
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}
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// advance the target keyframe
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m_pTargetKeyFrame = m_pTargetKeyFrame->NextKey(direction);
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}
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}
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else
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{
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// we're changing direction
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// need to calculate current position in the frame
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// stop first, then start again
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if ( m_iDirection != 0 )
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{
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StopMoving();
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}
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m_iDirection = direction;
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// if we're going in reverse, swap the currentkey and targetkey (since we're going opposite dir)
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if ( direction == 1 )
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{
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m_pTargetKeyFrame = m_pCurrentKeyFrame->NextKey( direction );
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}
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else if ( direction == -1 )
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{
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if ( m_flTimeIntoFrame > 0 )
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{
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m_pTargetKeyFrame = m_pCurrentKeyFrame;
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m_pCurrentKeyFrame = m_pCurrentKeyFrame->NextKey( 1 );
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}
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else
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{
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m_pTargetKeyFrame = m_pCurrentKeyFrame->PrevKey( 1 );
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}
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}
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// recalculate our movement from the stored data
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if ( !m_pTargetKeyFrame )
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{
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StopMoving();
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return false;
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}
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// calculate the keyframes before and after the keyframes we're interpolating between
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m_pPostKeyFrame = m_pTargetKeyFrame->NextKey( direction );
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if ( !m_pPostKeyFrame )
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{
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m_pPostKeyFrame = m_pTargetKeyFrame;
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}
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m_pPreKeyFrame = m_pCurrentKeyFrame->PrevKey( direction );
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if ( !m_pPreKeyFrame )
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{
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m_pPreKeyFrame = m_pCurrentKeyFrame;
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}
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}
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// no target, can't move
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if ( !m_pTargetKeyFrame )
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return false;
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// calculate start/end time
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// ->m_flNextTime is the time to traverse to the NEXT key, so we need the opposite if travelling backwards
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if ( m_iDirection == 1 )
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{
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m_flAnimStartTime = GetLocalTime() - m_flTimeIntoFrame;
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m_flAnimEndTime = GetLocalTime() + m_pCurrentKeyFrame->m_flNextTime - m_flTimeIntoFrame;
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}
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else
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{
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// flip the timing, since we're in reverse
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if ( m_flTimeIntoFrame )
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m_flTimeIntoFrame = m_pTargetKeyFrame->m_flNextTime - m_flTimeIntoFrame;
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m_flAnimStartTime = GetLocalTime() - m_flTimeIntoFrame;
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m_flAnimEndTime = GetLocalTime() + m_pTargetKeyFrame->m_flNextTime - m_flTimeIntoFrame;
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}
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// calculate the average speed at which we cross
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float animDuration = (m_flAnimEndTime - m_flAnimStartTime);
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float dist = (m_pCurrentKeyFrame->m_Origin - m_pTargetKeyFrame->m_Origin).Length();
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m_flAverageSpeedAcrossFrame = animDuration / dist;
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SetMoveDoneTime( m_flAnimEndTime - GetLocalTime() );
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: stops the object from moving
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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void CBaseMoveBehavior::StopMoving( void )
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{
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// remember exactly where we are in the frame
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m_flTimeIntoFrame = 0;
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if ( m_iDirection == 1 )
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{
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// record the time if we're not at the end of the frame
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if ( GetLocalTime() < m_flAnimEndTime )
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{
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m_flTimeIntoFrame = GetLocalTime() - m_flAnimStartTime;
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}
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else
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{
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// we're actually at the end
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if ( m_pTargetKeyFrame )
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{
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m_pCurrentKeyFrame = m_pTargetKeyFrame;
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}
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}
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}
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else if ( m_iDirection == -1 )
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{
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// store it only as a forward movement
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m_pCurrentKeyFrame = m_pTargetKeyFrame;
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if ( GetLocalTime() < m_flAnimEndTime )
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{
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m_flTimeIntoFrame = m_flAnimEndTime - GetLocalTime();
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}
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}
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// stop moving totally
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SetMoveDoneTime( -1 );
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m_iDirection = 0;
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m_flAnimStartTime = 0;
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m_flAnimEndTime = 0;
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m_pTargetKeyFrame = NULL;
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SetAbsVelocity(vec3_origin);
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SetLocalAngularVelocity( vec3_angle );
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}
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//-----------------------------------------------------------------------------
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// Purpose: We have just arrived at a key, move onto the next keyframe
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//-----------------------------------------------------------------------------
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void CBaseMoveBehavior::MoveDone( void )
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{
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// if we're just a base then keep playing the anim
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if ( !stricmp(STRING(m_iClassname), "move_keyframed") )
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{
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int direction = m_iDirection;
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// start moving from the keyframe we've just reached
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if ( !StartMoving(direction) )
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{
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// try moving in the other direction
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StartMoving( -direction );
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}
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}
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BaseClass::MoveDone();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Calculates a new moveTime based on the speed and the current point
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// in the animation.
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// used to advance keyframed objects that have dynamic speeds.
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// Input : moveTime -
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// Output : float - the new time in the keyframing sequence
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//-----------------------------------------------------------------------------
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float CBaseMoveBehavior::CalculateTimeAdvancementForSpeed( float moveTime, float speed )
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{
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return (moveTime * speed * m_flAverageSpeedAcrossFrame);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// GetLocalTime() is the objects local current time
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// Input : destTime - new time that is being moved to
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// moveTime - amount of time to be advanced this frame
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// Output : float - the actual amount of time to move (usually moveTime)
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//-----------------------------------------------------------------------------
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float CBaseMoveBehavior::SetObjectPhysicsVelocity( float moveTime )
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{
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// make sure we have a valid set up
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if ( !m_pCurrentKeyFrame || !m_pTargetKeyFrame )
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return moveTime;
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// if we're not moving, we're not moving
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if ( !IsMoving() )
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return moveTime;
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float destTime = moveTime + GetLocalTime();
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// work out where we want to be, using destTime
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m_flTimeIntoFrame = destTime - m_flAnimStartTime;
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float newTime = (destTime - m_flAnimStartTime) / (m_flAnimEndTime - m_flAnimStartTime);
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Vector newPos;
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QAngle newAngles;
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IPositionInterpolator *pInterp = GetPositionInterpolator( m_iPositionInterpolator );
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if( pInterp )
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{
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// setup key frames
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pInterp->SetKeyPosition( -1, m_pPreKeyFrame->m_Origin );
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Motion_SetKeyAngles( -1, m_pPreKeyFrame->m_qAngle );
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pInterp->SetKeyPosition( 0, m_pCurrentKeyFrame->m_Origin );
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Motion_SetKeyAngles( 0, m_pCurrentKeyFrame->m_qAngle );
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pInterp->SetKeyPosition( 1, m_pTargetKeyFrame->m_Origin );
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Motion_SetKeyAngles( 1, m_pTargetKeyFrame->m_qAngle );
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pInterp->SetKeyPosition( 2, m_pPostKeyFrame->m_Origin );
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Motion_SetKeyAngles( 2, m_pPostKeyFrame->m_qAngle );
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// find new interpolated position & rotation
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pInterp->InterpolatePosition( newTime, newPos );
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}
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else
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{
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newPos.Init();
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}
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Quaternion qRot;
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Motion_InterpolateRotation( newTime, m_iRotationInterpolator, qRot );
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QuaternionAngles( qRot, newAngles );
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// find our velocity vector (newPos - currentPos) and scale velocity vector according to the movetime
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float oneOnMoveTime = 1 / moveTime;
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SetAbsVelocity( (newPos - GetLocalOrigin()) * oneOnMoveTime );
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SetLocalAngularVelocity( (newAngles - GetLocalAngles()) * oneOnMoveTime );
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return moveTime;
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}
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